Re: Secondary Shape Madness
| Date : Sun, 30 Jul 2006 16:02:14 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Robert Moodie" <robertm(at)hybride.com> |
| Subject : Re: Secondary Shape Madness |
This thread seems to have deviated from the
original question, so if I'm off the mark here...
1 thing I really wanted to be able to do with the
shape manager recently was the idea of layered shapes.
I thought it might be possible where you see the
'result' shape in the SM.
Imagine you do 1 pass of shape anim and that
generates the result shape.
You then duplicate that, rename it and continue to
your second pass of shape anim. The starting point of your second pass is the
'live' result shape from the first pass.
You then have 2 layers of shape anim in a
non-linear setup. You can go back and tweak layer 1, knowing that this will be
piped in as the animated base shape for your layer 2.
Or another example where this would be useful would
be a shape plotted envelope that you wanted (needed ;-) to tweak
further.
(although I admit this scenario has changed
somewhat with Point Oven available)
Make sense?
_rob
robert moodie
td | Hybride
www.hybride.com
----- Original Message -----
From: "Bradley Gabe" <withanar(at)stanwinston.com>
To: <XSI(at)Softimage.COM>
Sent: Sunday, July 30, 2006 5:36 AM
Subject: RE: Secondary Shape
Madness
> a primitive null, set an exporer to All Nodes, then right click and
> expand all on the null. There are at least 50 parameters there, some of
> them int's, but most of them doubles.
>
> We tested our mesh cache system on models of 50,000 points and up, and
> we were able to get playback at 24 fps. I just tested keyframe
> transformation animation on 1000 nulls and the best playback I get is 8
> fps.
>
>
>> > You can always expect that you'll reach a point where the most
>> > efficient solution is to simply model what you need, and blend that
>> > into the performance result.
>>
>> Yeah, it's called the beginning. ;-)
>>
>> While it may be more memory efficient to translate a few points than use
>> null deformers, I don't think it's by the margin you're assuming. The
>> advantage to using nulls is it gives you more options (even if ugly) - which
>> you don't seem to have as you're currently locked into the shape system and
>> it's quirks/limitations. Honestly, what does the shape animation system
>> give you that you cannot replicate using null deformers?
>>
>> Matt
>>
>> ---------------------------
>> Matt Lind
>> Animator / Technical Director
>> Softimage certified instructor:
>> Softimage|3D
>> Softimage|XSI
>> Matt(at)Mantom.net
>>
>>
>>
>> Date: Sat, 29 Jul 2006
>> To: XSI(at)Softimage.COM
>> From: withanar(at)stanwinston.com
>> Subject : RE: Secondary Shape Madness
>>
>> I'm already using envelopes on a serious of nulls representing a volume.
>> And that's riding on top of another system, which is riding on top of
>> another. The thing is, it doesn't matter how many nodes you use in your
>> deformer. You can always expect that you'll reach a point where the most
>> efficient solution is to simply model what you need, and blend that into
>> the performance result.
>>
>> Each null * envelope weight consumes significantly more memory than the
>> 3 double values required to translate a point. It would be far more
>> efficient to write a simple scripted op transfering the
>> Points.PositionArray from one model to another.
>>
>> ---
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>
> ---
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- References:
- RE: Secondary Shape Madness
- From: "Matt Lind" <speye_21(at)hotmail.com>
- RE: Secondary Shape Madness
- From: Bradley Gabe <withanar(at)stanwinston.com>
- RE: Secondary Shape Madness
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